After a campaign of haunted lands, dark choices, and shifting Mists, Dungeon Masters is looking to get some sun in a brighter—but no less deadly—corner of the multiverse.
The second campaign of the official D&D actual play anthology series revolves around the content from the upcoming Arcana Unleashed release and takes our adventurers on a high-magic action adventure set in the Forgotten Realms' Anauroch Desert.
Read on to learn more!
Unleash Arcane Might in Dungeon Masters: Campaign 2
Dungeon Masters' second campaign pairs an arcana-infused actual play adventure set in the Anauroch Desert with the Dungeon Masters: Arcana Unleashed Play-Along Pack you can use to bring pieces of the show to your own table.
You can catch new episodes starting July 8 at 6:30 PM PT on D&D's YouTube channel.
- Campaign 2: Arcana Unleashed
- Meet the Cast and Heroes
- Dungeon Masters Play-Along Packs
- Come Roll With Us for Campaign 2!
Campaign 2: Arcana Unleashed

Our heroes, magical agents of the Order of the Ninth Quill, are hurled into the lethal expanse of the Anauroch Desert: a shattered wasteland still radiating the catastrophic magic of Netheril’s fall. A fragile, shimmering barrier is all that stands between Faerûn and the arcane horrors buried beneath the dunes—and this safeguard is failing.
If that wasn't enough, our adventurer’s journey is anything but quiet. On the one hand, they must contend with the fanatical Bringers of the Cosmic Dawn, who seek to tear the barrier down in pursuit of their own vision; on the other - the Red Wizards of Thay, who maneuver in the shadows, hungry to seize the arcane power trapped behind the barrier’s walls. Even the desert itself seems intent on killing them.
One problem: This ragtag team still has a lot of learning to do. On the job learning...
Inspired by the high-magic adventure of the upcoming Arcana Unleashed content release and the sweeping lore of the Forgotten Realms, the second campaign of Dungeon Masters follows this pack of charming underdogs as they discover the limits of their arcane powers while trying to keep Faerûn from becoming collateral damage in a magical catastrophe.
Meet the Cast and Heroes

Dungeon Masters returns with Jasmine Bhullar (DesiQuest, Dimension 20) as Dungeon Master, joined by Mayanna Berrin (Dispatch, The Dungeon Run), Christian Navarro (13 Reasons Why, Forgotten Realms), Neil Newbon (Baldur’s Gate III), and Devora Wilde (Baldur’s Gate III).
Together, they bring a perfect mix of magic, danger, and chaos as the Misfits, a party made up of:
- Sailor, an Aasimar Monk, played by Neil
- “Princess” Hobnip, a Goliath Fighter, played by Devora
- Cadmus Pennypetal, a Human Wizard, played by Christian
- Sapphira Horayas, a High Elf Warlock, played by Mayanna
So, yes, the Realms are in excellent hands. Probably.
Dungeon Masters Play-Along Packs
To help you bring the magic of the show into your campaign, the Dungeon Masters: Arcana Unleashed Play-Along Pack contains weekly ready-to-run encounters and quickplay maps inspired by the episode. More details to come!
Come Roll With Us for Campaign 2!
With magical disaster looming and rival factions closing in, do the Misfits have enough momentum, can-do attitude, and questionable judgment to save the day?
Join us as Dungeon Masters heads to the Forgotten Realms for a campaign full of arcane power and find out!
Continue the Conversation on D&D’s Discord
Join the official D&D Discord for post-episode discussions and a space to share your takes, theories, and creations.
-
View User Profile
-
Send Message
Posted Jun 24, 2026Looks like the monk, Hexblade, Arcane Archer, and Necromancer made it past the play tests
-
View User Profile
-
Send Message
Posted Jun 24, 2026While I am so excited to see campaign 2 can we please hear more about arcane unleashed . We are getting closer and we dont have nearly enough info
-
View User Profile
-
Send Message
Posted Jun 24, 2026Loved the first campaign. The cast is great. Looking forward to Campaign 2!!!
-
View User Profile
-
Send Message
Posted Jun 24, 2026Is this only on Youtube or is there a podcast version?
-
View User Profile
-
Send Message
Posted Jun 24, 2026This is gonna be great
-
View User Profile
-
Send Message
Posted Jun 24, 2026They said they killed the Hexblade and took pieces of it and spread the features across multiple new Warlock subclasses. Not sure what this Warlock will be but looks like Path of the Chain at least
-
View User Profile
-
Send Message
Posted Jun 24, 2026That's so disappointing... Hexblade was the best.
-
View User Profile
-
Send Message
Posted Jun 24, 2026In a recent Ravenloft interview (I don't have the link handy, as it wasn't one of the usual creators I follow) Wes and Mackenzie said that the Hexblade might return, they just don't know when. It was meant to be in the Ravenloft book, but responses to both UAs made it clear they weren't going to have a design people were okay with in time for it, so it got back burnered.
-
View User Profile
-
Send Message
Posted Jun 24, 2026Per the Variety article:
"the cast’s characters will include Sailor, an Aasimar Warrior of the Mystic Arts Monk (Newbon); “Princess” Hobnip, a Goliath Arcane Archer Fighter (Wilde); Cadmus Pennypetal, a Human Transmuter Wizard (Navarro); and Sapphira Horayas, a High Elf Vestige Warlock (Berrin)."
-
View User Profile
-
Send Message
Posted Jun 24, 2026Mystic Arts Monk
Arcane Archer Fighter
Transumuter Wizard
Vestige Warlock
-
View User Profile
-
Send Message
Posted Jun 24, 2026No healer at all huh?
It's a bold move Cotton. Let's see how it works out for them! 😜
-
View User Profile
-
Send Message
Posted Jun 24, 2026I loved everything (and everyone) in the first campaign, with the exception of the DM. They were too milquetoast and generic to inspire much. Luckily, the players were great fun, despite the DM.
I'm glad to see the show continue but disappointed they haven't changed the DM.
-
View User Profile
-
Send Message
Posted Jun 24, 2026I just caught myself being very excited about this, unexpectedly. Campaign 1 was very fun and is to blame for this emotion.
-
View User Profile
-
Send Message
Posted Jun 24, 2026You mean the book where the dark lord (Possible Patron) was an actual BLADE.......
-
View User Profile
-
Send Message
Posted Jun 24, 2026I think the big issue with adapting Hexblade in 5.5 is that so much of it is covered in the Pact of the Blade invocation, which is why so much of its features in the UAs focused more on the HEX and not so much on the BLADE.
-
View User Profile
-
Send Message
Posted Jun 24, 2026Maybe have HEX in HEXBLADE be a HAG and have the character be the avenger of broken deals/promises made to a HAG. Thus, the abilities can be focused on HAG centric powers
-
View User Profile
-
Send Message
Posted Jun 24, 2026No, the Tattoo Monk got replaced by the Mystic Monk, that's the one who made it, and the Hexblade didn't make it either, it got replaced by the Vestiage Warlock.
So assuming that no other subclasses got cut from the Arcane & Mythic UAs this year, then the subclasses are Arcane Archer, Vestige Warlock, Arcane Cleric, That Paladin Subclass that protects magic users, Mystic Monk, Transmuter, Enchanter, Conjurer, Necromancer, The Sorcerer subclasses (related to a fameous wizard one), and that Spellthief rogue. May have messed up the names of these.
-
View User Profile
-
Send Message
Posted Jun 24, 2026Same!
-
View User Profile
-
Send Message
Posted Jun 25, 2026Arcana Cleric and Ancestral Sorcerer were in the 1st Arcane UA but not the second. (Hexblade was also in the first.) Arcane Archer, Tattooed Warrior Monk and the four Wizard subclasses (Conjurer, Enchanter, Necromancer, Transmuter) were in the first and second Arcane UAs.
The Mystic Subclasses UA had the Warrior of the Mystic Arts monk, the Spellguard paladin, Magic Stealer rogue and Vestige warlock.
-
View User Profile
-
Send Message
Posted Jun 25, 2026Yes and no. The part that most people sought Hexblade for (Hex Warrior, i.e. "you add Charisma to your attack and damage rolls with one specific weapon that can't be Two-Handed") is now covered by Pact of the Blade, but not the rest. Hexblade's Curse in particular didn't cross over, which is probably because the current devs find it too strong. (You're adding your Proficiency Bonus to all attacks you make against the target, you can make Critical Hits against them on a roll of 19, and if the target is slain, they recover a bunch of HP; the damage bonus and Critical Hit chance applies to any attack you make, not just the one from the Hex Warrior weapon, which is pretty potent early on.)
There's also the fact that Hexblade was forced as a Warlock variant in 4e Essentials, whereas originally it was its own class (think an Arcane Paladin of sorts, except having a Curse instead of Smiting). The 5e version vacillated between both, with Hex Warrior (and Pact of the Blade) and Ascended Shadows covering most of the stuff they had in 4e, while Armor of Hexes and Hexblade's Curse echoed what they had in 3.5. With Pact of the Blade acting as its own thing now, and Ascended Shadows not being enough to justify getting more Warlock levels, they changed the whole subclass in order to curb the power of Hexblade's Curse (which was originally more of a Bane/Bestow Curse on steroids). By removing Hexblade's Curse as it was in 5.0, the whole subclass pretty much fell apart.
If the devs are to make Hexblade work, they'll have to reestablish Hex Warrior in some other way (perhaps by acting as a second Pact of the Blade?) and Hexblade's Curse as it was, maybe take hints from the new version of Shadow Sorcerer for Ascended Shadows (rather than make it an actual Shadow, maybe take hints from 3.5's Dark Companion?), and maybe keep old Armor of Hexes (the one where you had a 1 in 6 chance to negate an attack IIRC). Trying to change it to be something entirely new certainly won't work, and they've proven that, if they can't make it work, they'll backtrack to a previous version with some "minor tweaks" (looking at you, Banneret!), and I feel that it's for the best that the same happens with Hexblade.
But hey - surprised to see Warrior of the Mystic Arts rather than Tattooed Warrior, as well as the Vestige Patron (which happened in a much later UA). The Conjurer, Enchanter, Necromancer and Transmuter are arguably a shoe-in, but does this mean the Spellguard Paladin and Magic Stealer Rogue also crossed through? (Because those need a TON of changes to make them work...)